import pygame
import sys
import traceback 
import myplane
import enemy
from pygame.locals import *
import bullet
import supply
from random import *
#from pygame import *


pygame.init()
pygame.mixer.init()

bg_size = width,height = 480,700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- Orange Demo")

background = pygame.image.load("images/background.png").convert()

WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,255,0)
RED = (255,0,0)

# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)


def add_small_enemies(group1,group2,num):
    for i in range(num):
        e1= enemy.SmallEnemy(bg_size)
        group1.add(e1)
        group2.add(e1)


def add_mid_enemies(group1,group2,num):
    for i in range(num):
        e2= enemy.MidEnemy(bg_size)
        group1.add(e2)
        group2.add(e2)

def add_big_enemies(group1,group2,num):
    for i in range(num):
        e3= enemy.BigEnemy(bg_size)
        group1.add(e3)
        group2.add(e3)

def inc_speed(target,inc):
    for each in target:
        each.speed += inc



def main():
    pygame.mixer.music.play(-1)

    #生成我方飞机
    me = myplane.MyPlane(bg_size)


    #生成敌方飞机
    enemies = pygame.sprite.Group()

    #生成小型飞机
    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies,enemies,15)

    #生成中型飞机
    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies,enemies,4)

    #生成大型飞机
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies,enemies,2)


    #生成普通子弹
    bullet1 = [] #弹夹
    bullet1_index = 0
    BULLET1_NUM = 4
    for i in range(BULLET1_NUM):
        bullet1.append(bullet.Bullet1(me.rect.midtop))

    #生成超级子弹
    bullet2 = [] #弹夹
    bullet2_index = 0
    BULLET2_NUM = 8
    for i in range(BULLET2_NUM//2):
        bullet2.append(bullet.Bullet2((me.rect.centerx-33,me.rect.centery)))
        bullet2.append(bullet.Bullet2((me.rect.centerx+33,me.rect.centery)))
        
    clock = pygame.time.Clock()


    # 中弹图片索引
    e1_destroy_index = 0
    e2_destroy_index = 0
    e3_destroy_index = 0
    me_destroy_index = 0

    # 统计得分
    score = 0
    score_font = pygame.font.Font("font/font.ttf",36)


    # 生命数量
    life_image = pygame.image.load("images/life.png").convert_alpha()
    life_rect = life_image.get_rect()
    life_num = 3 
    

    #用于切换图片
    switch_image = True

    #用于延迟
    delay=100
   
    running = True


    #标志是否暂停游戏
    paused = False
    pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
    pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
    resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
    resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
    pause_rect =pause_nor_image.get_rect()
    pause_rect.left,pause_rect.top = width - pause_rect.width -10,10
    pause_image = pause_nor_image


    #游戏结束画面
    gameover_font = pygame.font.Font("font/font.TTF",48)
    again_image = pygame.image.load("images/again.png").convert_alpha()
    again_rect = again_image.get_rect()
    gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
    gameover_rect = gameover_image.get_rect()


    #设置难度级别
    level = 1

    #设置全屏炸弹
    bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.Font("font/font.ttf",48)
    bomb_num = 3
    

    #每30秒发放补给包
    bullet_supply = supply.Bullet_Supply(bg_size)
    bomb_supply = supply.Bomb_Supply(bg_size)
    SUPPLY_TIME = USEREVENT
    pygame.time.set_timer(SUPPLY_TIME,30 * 1000)

    #超级子弹定时器
    DOUBLE_BULLET_TIME = USEREVENT + 1

    #标志是否使用超级子弹
    is_double_bullet = False

    # 解除无敌状态计时器
    INVINCIBLE_TIME = USEREVENT + 2

    #用于阻止重复打开记录文件
    recorded = False
     

    while running:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()


            #检测用户的鼠标 操作
            elif event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and pause_rect.collidepoint(event.pos):
                    paused = not paused
                    if paused:
                        pygame.time.set_timer(SUPPLY_TIME,0)
                        pygame.mixer.music.pause()
                        pygame.mixer.pause()
                    else:
                        pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
                        pygame.mixer.music.unpause()
                        pygame.mixer.unpause()


            elif event.type == MOUSEMOTION:
                if pause_rect.collidepoint(event.pos):
                    if paused:
                        pause_image = resume_pressed_image
                    else:
                        pause_image = pause_pressed_image

                else:
                    if paused:
                        pause_image = resume_nor_image
                    else:
                        pause_image = pause_nor_image
                    
                        

            elif event.type == KEYDOWN:
                if event.key == K_SPACE:
                    if bomb_num:
                        bomb_num -= 1
                        bomb_sound.play()
                        for each in enemies:
                            if each.rect.bottom > 0:
                                each.active = False

            elif event.type == SUPPLY_TIME:
                supply_sound.play()
                if choice([True,False]):
                    bomb_supply.reset()
                else:
                    bullet_supply.reset()

            elif event.type == DOUBLE_BULLET_TIME:
                is_double_bullet = False
                pygame.time.set_timer(DOUBLE_BULLET_TIME,0)


            elif event.type == INVINCIBLE_TIME:
                me.invincible = False
                pygame.time.set_timer(INVINCIBLE_TIME,0)
                
                            
            
        
        #根据用户的得分增加难度
        if level == 1 and score > 50000:
            level = 2
            upgrade_sound.play()
            #增加3架小型敌机、2架中型敌机和1架大型敌机
            add_small_enemies(small_enemies,enemies,3)
            add_mid_enemies(mid_enemies,enemies,2)
            add_big_enemies(big_enemies,enemies,1)
            #提升小型敌机的速度
            inc_speed(small_enemies,1)
        elif level == 2 and score > 300000:
            level = 3
            upgrade_sound.play()
            #增加5架小型敌机、3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies,enemies,5)
            add_mid_enemies(mid_enemies,enemies,3)
            add_big_enemies(big_enemies,enemies,2)
            #提升小型敌机的速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
        elif level == 3 and score > 600000:
            level = 4
            upgrade_sound.play()
            #增加5架小型敌机、3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies,enemies,5)
            add_mid_enemies(mid_enemies,enemies,3)
            add_big_enemies(big_enemies,enemies,2)
            #提升小型敌机的速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
        elif level == 4 and score > 1000000:
            level = 5
            upgrade_sound.play()
            #增加5架小型敌机、3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies,enemies,5)
            add_mid_enemies(mid_enemies,enemies,3)
            add_big_enemies(big_enemies,enemies,2)
            #提升小型敌机的速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
                        

        screen.blit(background,(0,0))

        
        
        if life_num and not paused:
        #检测用户的键盘操作
            key_pressed = pygame.key.get_pressed()

            if key_pressed[K_w] or key_pressed[K_UP]:
                me.moveUp()
            if key_pressed[K_s] or key_pressed[K_DOWN]:
                me.moveDown()
            if key_pressed[K_a] or key_pressed[K_LEFT]:
                me.moveLeft()
            if key_pressed[K_d] or key_pressed[K_RIGHT]:
                me.moveRight()

            #绘制全屏炸弹补给 并检测是否获得：
            if bomb_supply.active:
                bomb_supply.move()
                screen.blit(bomb_supply.image,bomb_supply.rect)
                if pygame.sprite.collide_mask(bomb_supply, me):
                    get_bomb_sound.play()
                    if bomb_num < 3:
                        bomb_num+=1
                    bomb_supply.active = False

            #绘制超级子弹补给 并检测是否获得：
            if bullet_supply.active:
                bullet_supply.move()
                screen.blit(bullet_supply.image,bullet_supply.rect)
                if pygame.sprite.collide_mask(bullet_supply, me):
                    get_bullet_sound.play()
                    is_double_bullet = True
                    pygame.time.set_timer(DOUBLE_BULLET_TIME,18 * 1000)
                    #发射超级子弹
                    bullet_supply.active = False
                


            


            #发射子弹
            if not(delay % 10):
                bullet_sound.play()
                if is_double_bullet:
                    bullets = bullet2
                    bullets[bullet2_index].reset((me.rect.centerx-33,me.rect.centery))
                    bullets[bullet2_index+1].reset((me.rect.centerx+30,me.rect.centery))
                    bullet2_index = (bullet2_index + 2) % BULLET2_NUM
                else:
                    bullets = bullet1
                    bullet1[bullet1_index].reset(me.rect.midtop)
                    bullet1_index = (bullet1_index + 1) % BULLET1_NUM

            #检测子弹是否击中敌机
            for b in bullets:
                if b.active:
                    b.move()
                    screen.blit(b.image,b.rect)
                    enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
                    if enemy_hit:
                        b.active = False
                        for e in enemy_hit:
                            if e in mid_enemies or e in big_enemies:
                                e.hit = True
                                e.energy -= 1
                                if e.energy == 0:
                                    e.active = False
                            else:
                                e.active = False


            #绘制大型敌机
            for each in big_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        #绘制被打到的特效
                        screen.blit(each.image_hit,each.rect)
                        each.hit = False
                    else:
                        if switch_image:
                            screen.blit(each.image1,each.rect)
                        else:
                            screen.blit(each.image2,each.rect)

                    # 绘制血槽
                    pygame.draw.line(screen, BLACK,\
                                     (each.rect.left, each.rect.top - 5),\
                                     (each.rect.right,each.rect.top - 5),\
                                     2)
                    # 当生命值大于20%显示绿色，否则显示红色
                    energy_remain = each.energy / enemy.BigEnemy.energy
                    if energy_remain > 0.2:
                        energy_color = GREEN
                    else:
                        energy_color = RED

                    pygame.draw.line(screen, energy_color,\
                                     (each.rect.left, each.rect.top -5),\
                                     (each.rect.left + energy_remain * each.rect.width,\
                                      each.rect.top - 5),2)
                    
                    
                    #即将出现在画面中的音效 大型敌机专属
                    if each.rect.bottom == -50:
                        enemy3_fly_sound.play(-1)
                else:
                    #毁灭
                    
                    if not(delay % 3):  #三帧更新画面
                        if e3_destroy_index == 0:
                            enemy3_down_sound.play()
                        screen.blit(each.destroy_images[e3_destroy_index],each.rect)
                        e3_destroy_index = (e3_destroy_index + 1) % 6
                        if e3_destroy_index == 0:
                            enemy3_fly_sound.stop()
                            score += 10000
                            each.reset()
                        
                    
            #绘制中型敌机
            for each in mid_enemies:
                if each.active:
                    each.move()

                    if each.hit:
                        #绘制被打到的特效
                        screen.blit(each.image_hit,each.rect)
                        each.hit = False
                    else:
                        
                        screen.blit(each.image,each.rect)

                    # 绘制血槽
                    pygame.draw.line(screen, BLACK,\
                                     (each.rect.left, each.rect.top - 5),\
                                     (each.rect.right,each.rect.top - 5),\
                                     2)
                    # 当生命值大于20%显示绿色，否则显示红色
                    energy_remain = each.energy / enemy.MidEnemy.energy
                    if energy_remain > 0.2:
                        energy_color = GREEN
                    else:
                        energy_color = RED

                    pygame.draw.line(screen,energy_color,\
                                     (each.rect.left, each.rect.top -5),\
                                     (each.rect.left + energy_remain * each.rect.width,\
                                      each.rect.top - 5),2)

                    
                else:
                    if not(delay % 3):  #三帧更新画面
                        if e2_destroy_index == 0:
                            enemy2_down_sound.play()
                        screen.blit(each.destroy_images[e2_destroy_index],each.rect)
                        e2_destroy_index = (e2_destroy_index + 1) % 4
                        if e2_destroy_index == 0:
                            score += 6000
                            each.reset()
                    

            #绘制小型敌机
            for each in small_enemies:
                if each.active:
                    each.move()
                    screen.blit(each.image,each.rect)
                else:
                    if not(delay % 3):  #三帧更新画面
                        if e1_destroy_index == 0:
                            enemy1_down_sound.play()
                        screen.blit(each.destroy_images[e1_destroy_index],each.rect)
                        e1_destroy_index = (e1_destroy_index + 1) % 4
                        if e1_destroy_index == 0:
                            score += 1000
                            each.reset()
                    
            #检测我方飞机是否被撞
            enemies_down = pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask)
            if enemies_down and not me.invincible:
                me.active = False
                for e in enemies_down:
                    e.active = False
              
            

            #绘制我方飞机
            if me.active:
                if switch_image:
                    screen.blit(me.image1,me.rect)
                else:
                    screen.blit(me.image2,me.rect)
            else:
                if not(delay % 3):  #三帧更新画面
                    if me_destroy_index == 0:
                        me_down_sound.play()
                    screen.blit(me.destroy_images[me_destroy_index],me.rect)
                    me_destroy_index = (me_destroy_index + 1) % 4
                    if me_destroy_index == 0:
                        life_num -= 1
                        me.reset()
                        pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
                        


            #绘制炸弹数量
            bomb_text = bomb_font.render("x %d" % bomb_num,True,WHITE)
            text_rect = bomb_text.get_rect()
            screen.blit(bomb_image,(10,height - 10 - bomb_rect.height))
            screen.blit(bomb_text,(20+bomb_rect.width , height - 5 - text_rect.height))


            #绘制生命数量:
            if life_num:
                for i in range(life_num):
                    screen.blit(life_image,\
                                (width - 10 - (i+1) * life_rect.width,height - 10- life_rect.height))
            #生命剩余数量
            score_text = score_font.render("Score : %s"% str(score),True,WHITE)
            screen.blit(score_text,(10,5))
            
        # 绘制游戏结束画面
        elif life_num == 0:
            #背景音乐停止
            pygame.mixer.music.stop()

            pygame.mixer.stop()

            pygame.time.set_timer(SUPPLY_TIME,0)

            if not recorded:
                recorded = True

                with open("record.txt","r") as f:
                    record_score = int(f.read())

                if score > record_score:
                    record_score = score
                    with open("record.txt","w") as f:
                        f.write(str(record_score))

            record_score_text = score_font.render("Best: %d" % record_score,True,WHITE)
            screen.blit(record_score_text,(50,50))

            gameover_text1 = gameover_font.render("Your Score",True,WHITE)
            gameover_text1_rect = gameover_text1.get_rect()
            gameover_text1_rect.left,gameover_text1_rect.bottom = \
                                (width - gameover_text1_rect.width) // 2,\
                                (height// 2 - gameover_text1_rect.height)
            screen.blit(gameover_text1,gameover_text1_rect)

            gameover_text2 = gameover_font.render(str(score),True,WHITE)
            gameover_text2_rect = gameover_text2.get_rect()
            gameover_text2_rect.left,gameover_text2_rect.top = \
                                (width - gameover_text1_rect.width) // 2, \
                                gameover_text1_rect.bottom + 10
            screen.blit(gameover_text2,gameover_text2_rect)

            again_rect.left,again_rect.top = \
                            (width - again_rect.width) // 2,\
                            gameover_text2_rect.bottom + 50
            screen.blit(again_image,again_rect)

           

            gameover_rect.left,gameover_rect.top = \
                            (width - again_rect.width) // 2,\
                            again_rect.bottom + 10
            screen.blit(gameover_image,gameover_rect)

            # 检测用户鼠标操作L
            # 按下左键
            if pygame.mouse.get_pressed()[0]:
                #获取鼠标坐标
                pos = pygame.mouse.get_pos() #(pos[0],pos[1])
                #点击重新开始
                if again_rect.left < pos[0] < again_rect.right and \
                   again_rect.top < pos[1] < again_rect.bottom :
                   # 调用main 重新开始游戏
                   main()
                #如果点击结束游戏
                elif gameover_rect.left < pos[0] < gameover_rect.right and \
                   gameover_rect.top < pos[1] < gameover_rect.bottom :
                    #退出游戏
                    pygame.quit()
                    sys.exit()
                
                                                 
            
            
                    

        

        #绘制暂停按钮
        screen.blit(pause_image,pause_rect)
        
        
        #切换图片
        if not (delay % 5):
            switch_image = not switch_image

        delay -=1
        if not delay:
            delay=100

        pygame.display.flip()
        
        clock.tick(60)

if __name__ == "__main__":
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()
        
        
